Marking 20 years after Guitar Hero first launched in North America, giving players everywhere the means to become a rock star. Not in reality, but try telling that anyone who has nailed Free Bird’s lengthy guitar solo in front of an enthusiastic crowd of friends.
Developed by Harmonix, Guitar Hero provided users with a plastic guitar peripheral to match coloured notes moving along the display in time with a song. Each riff mimicked particular chords, creating the feel of an authentic live show.
The studio had already tried its hand in the music genre prior to teaming up with the publisher, later purchased by Activision during the mid-2000s. Collaboratively, they established the groundwork for a surprising billion-dollar franchise which made a significant influence on numerous musicians included, showcasing decades-old groups to millions of younger players.
A former executive, former COO of Harmonix, recalls the early financial challenges in securing the songs – even though the first two games primarily featured cover versions.
“We reproduced all the music since the dollar figure prohibitive,” he says. “Even with the necessary permissions by themselves, it was nearly impossible. We failed to secure acts such as the Who – RedOctane had virtually no money, and our team was pretty convinced the project would flop. However, when Guitar Hero became a hit, and record sales and radio play were going up, everyone wanted to be in.”
He continues: “Among the amazing things was how many parents reached out and thanked us for introducing their children to the songs they loved. It became a multigenerational phenomenon.”
Timeless Music Gains Younger Fans
Irish group the Answer included their track in the 2008 release Guitar Hero World Tour. Guitarist the artist remembers how the series revived older hits to the forefront: “The game provided a bigger, younger audience. Generally such music was considered music that was past it, however when it was included in the title and teenagers discovered it, abruptly it was cool. This validated it, and got rid of the outdated label. It gave our catalog renewed popularity.”
In 2008, the band's debut album remained unreleased in the US, so Guitar Hero served as a primary platform for exposure for the group as they went on US tour opening for AC/DC. “The roadies were playing Never Too Late during travel, and several knew us thanks to the game,” Mahon says.
Rock’s Heavyweight Spin-offs and Lasting Influence
Rock’s heavyweight names soon took advantage of the series’ popularity, including bands like Aerosmith, Metallica and Van Halen featuring in dedicated game editions centered around each band’s catalogue and associated lore, visuals and legendary status. In the case of, the Aerosmith edition, reportedly to have made the band greater revenue than any of their studio albums. It moved well over half a million copies upon release, while sales of Aerosmith’s music rose significantly at a time when the music business faced decline.
Guitar Hero still motivates nimble-fingered dedication within the community. Earlier this year, an online personality completed a remarkable feat featuring Through the Fire and Flames – a notoriously difficult anthem popularized through Guitar Hero – on Clone Hero, a freeware game with almost identical gameplay and extensive personalization features. This track is difficult enough on the hardest setting, let alone performed at increased tempo and without missing a single one of its near 4,000 notes. The streamer stated it took months of practice to accomplish.
“The game is a fun, imaginary experience. If you play Call of Duty, it doesn't imply you ought to pick up a real gun and enlist,” says DragonForce guitarist Herman Li.
DragonForce had already wrapped up a successful tour when their hit was featured in the third game, but Li says it turned them into widely recognized. “I recall the record label informing us that we were records were moving like crazy,” he says. “Popularity surged on the subsequent tour, and we performed just before top acts at the event.”
In fact, the band's visibility via the game was so immense that it has threatened to overshadow all other accomplishments. Recently, the track was used in a trailer for a major film. “In the past I felt differently, but now I accept it,” he admits. “If you only hear one DragonForce song, that's fine – each person has a unique path in music and I'm pleased we played a role in fans' experiences”.
The Lasting Legacy of a Iconic Controller
The best promotion, whether it’s for automobiles, clothes or video games, goes further than selling something – it evokes a desire. Was the game able to harness this? “That’s exactly what our team trying to create,” Dornbrook says. “The excitement of being a music icon in the spotlight. Since the beginning, the creators believed humans have a natural urge to make music, and their goal was to leverage innovation to allow people to do it”.
The majority installments were released over a mere five-year period between 2005 and 2010, featuring derivative titles like the DJ version, complete with a spinning deck, and Band Hero. After that, corporate focus in plastic instruments waned, aside from a short-lived revival in 2015.
Titles like Clone Hero and newer releases have maintained the scene alive, and there’s expectations of something from the original publisher on the way. Recently formed developers has begun work on its debut rhythm-based title. The initial creators are participating in advisory roles. Is the world prepared to welcome a new entry in the spirit of the classic?
“We thought those games could be like Madden allowing annual releases,” Dornbrook says. “There’s so much fresh tracks it could remain perennially popular, so I’ve always been optimistic. It's entirely possible for it to persist for future fans.”